#version 320 es
precision mediump float;

layout(location = 0) in vec4 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec3 a_normal;

out vec2 v_texCoord;

uniform mat4 u_MVPMatrix;

void main() {
    gl_Position = u_MVPMatrix * a_position;
    v_texCoord = a_texCoord;
}
